Component:PBS RimMetallic: Difference between revisions

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Automated: update 'StencilComparison' description,'StencilOperation' description,'StencilID' description,'StencilWriteMask' description,'StencilReadMask' description,'RenderQueue' description,'BlendMode' description,'Sidedness' description,'ZWrite' description,'ZTest' description,'OffsetFactor' description,'OffsetUnits' description,
Automated: update 'TextureScale' description,'TextureOffset' description,'AlbedoColor' description,'AlbedoTexture' description,'EmissiveColor' description,'EmissiveMap' description,'NormalMap' description,'NormalScale' description,'OcclusionMap' description,'RimColor' description,'RimPower' description,'GammaCurve' description,'Transparent' description,'ForceZWrite' description,'Metallic' description,'Smoothness' description,'MetallicMap' description,'_regular' description,'_transparent' desc...
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{{Table ComponentFields
{{Table ComponentFields
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}}
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}}
|TextureScale|Float2|
|TextureScale|Float2|{{Template:Material_TextureScale}}
|TextureOffset|Float2|
|TextureOffset|Float2|{{Template:Material_TextureOffset}}
|AlbedoColor|ColorX|
|AlbedoColor|ColorX|{{Template:Material_AlbedoColor}}
|AlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv4=true|
|AlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv4=true|{{Template:Material_AlbedoTexture}}
|EmissiveColor|ColorX|
|EmissiveColor|ColorX|{{Template:Material_EmissiveColor}}
|EmissiveMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv6=true|
|EmissiveMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv6=true|{{Template:Material_EmissiveMap}}
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv7=true|
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv7=true|{{Template:Material_NormalMap}}
|NormalScale|Float|
|NormalScale|Float|{{Template:Material_NormalScale}}
|OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv9=true|
|OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv9=true|{{Template:Material_OcclusionMap}}
|RimColor|ColorX|
|RimColor|ColorX|{{Template:Material_RimColor}}
|RimPower|Float|
|RimPower|Float|{{Template:Material_RimPower}}
|GammaCurve|Float|
|GammaCurve|Float|{{Template:Material_GammaCurve}}
|Transparent|Bool|
|Transparent|Bool|{{Template:Material_Transparent}}
|ForceZWrite|Bool|
|ForceZWrite|Bool|{{Template:Material_ForceZWrite}}
|OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}}
|OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}}
|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}}
|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}}
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}}
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}}
|Metallic|Float|
|Metallic|Float|{{Template:Material_Metallic}}
|Smoothness|Float|
|Smoothness|Float|{{Template:Material_Smoothness}}
|MetallicMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv20=true|
|MetallicMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv20=true|{{Template:Material_MetallicMap}}
|_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv21=true|
|_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv21=true|{{Template:Material__regular}}
|_transparent|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv22=true|
|_transparent|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv22=true|{{Template:Material__transparent}}
|_zwrite|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv23=true|
|_zwrite|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv23=true|{{Template:Material__zwrite}}
}}
}}



Revision as of 20:44, 29 June 2025


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Component image 
PBS Rim Metallic component as seen in the Scene Inspector

Fields

Fields
Name Type Description
persistent Bool Determines whether or not this item will be saved to the server.
UpdateOrder Int Controls the order in which this component is updated.
Enabled Bool Controls whether or not this component is enabled. Some components stop their functionality when this field is disabled, but some don't.
HighPriorityIntegration Bool If true, integrating this asset (e.g. processing procedural assets) gets higher priority than assets with this flag off. An example is user laser procedural meshes.
TextureScale Float2 How much to scale up or down the different texture maps.
TextureOffset Float2 How much to shift around the position of the different texture maps.
AlbedoColor ColorX The color to multiply the texture of the albedo (base color) with. Basically a tint. Default white.
AlbedoTexture ITexture2D The texture to use as the color of the surface.
EmissiveColor ColorX The color to multiply the texture of the emission (glowly color) with. Basically a tint. Default white.
EmissiveMap ITexture2D The texture to use as the glowing (emission) color of the surface.
NormalMap ITexture2D The normal map is used as a way to change the appearance of a surface when shined on by lights, to give the illusion of a raised surface.
NormalScale Float How much to scale up the effect of the normal map.
OcclusionMap ITexture2D Used to specify surface parts in eternal shadow due to being close to other mesh parts.
RimColor ColorX Rim Lighting Color
RimPower Float Rim Lighting Power
GammaCurve Float The gamma curve of the material colors.
Transparent Bool Whether this should render transparent
ForceZWrite Bool Whether to enforce writing to the Z-buffer.
OffsetFactor Float how much this material should be pushed forwards or backwards on the depth buffer factor wise
OffsetUnits Float how much this material should be pushed forwards or backwards on the depth buffer unit wise
RenderQueue Int changes at which point a material renders on the render stack
Metallic Float The metallicness of the material in the absence of the metallic+reflectiveness image map.
Smoothness Float The Smoothness value in the absence of the Metallic+Smoothness image map.
MetallicMap ITexture2D Metallic Maps
_regular Shader Internal.
_transparent Shader Shader, Internal.
_zwrite Shader Shader, internal.

Usage

Examples

Related Components